/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include "Gui.h" #include GLFWwindow* Gui::mWindow = NULL; double Gui::g_Time = 0.0f; bool Gui::g_MousePressed[3] = {false, false, false}; float Gui::g_MouseWheel = 0.0f; GLuint Gui::g_FontTexture = 0; size_t Gui::g_VboSize = 0; unsigned int Gui::g_VboHandle = 0; unsigned int Gui::g_VaoHandle = 0; int Gui::g_AttribLocationTex = 0, Gui::g_AttribLocationProjMtx = 0; int Gui::g_AttribLocationPosition = 0, Gui::g_AttribLocationUV = 0, Gui::g_AttribLocationColor = 0; Shader Gui::mShader; // Constructor Gui::Gui() { g_Time = 0.0f; g_MousePressed[0] = false; g_MousePressed[1] = false; g_MousePressed[2] = false; g_MouseWheel = 0.0f; g_FontTexture = 0; g_VboSize = 0; g_VboHandle = 0, g_VaoHandle = 0; } // Destructor Gui::~Gui() { if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); g_VaoHandle = 0; g_VboHandle = 0; mShader.destroy(); if (g_FontTexture) { glDeleteTextures(1, &g_FontTexture); ImGui::GetIO().Fonts->TexID = 0; g_FontTexture = 0; } ImGui::Shutdown(); } // Create and return the singleton instance of this class Gui& Gui::getInstance() { static Gui instance; return instance; } /// Initialize the GUI void Gui::init() { ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; io.RenderDrawListsFn = renderDrawLists; io.SetClipboardTextFn = setClipboardText; io.GetClipboardTextFn = getClipboardText; } void Gui::createDeviceObjects() { /* mShader.create("shaders/gui.vert", "shaders/gui.frag"); GLuint shaderID = mShader.getProgramObjectId(); g_AttribLocationTex = glGetUniformLocation(shaderID, "Texture"); g_AttribLocationProjMtx = glGetUniformLocation(shaderID, "ProjMtx"); g_AttribLocationPosition = glGetAttribLocation(shaderID, "Position"); g_AttribLocationUV = glGetAttribLocation(shaderID, "UV"); g_AttribLocationColor = glGetAttribLocation(shaderID, "Color"); glGenBuffers(1, &g_VboHandle); glGenVertexArrays(1, &g_VaoHandle); glBindVertexArray(g_VaoHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationColor); #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); #undef OFFSETOF glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); createFontTextures(); */ } // Display the GUI void Gui::render() { /* ImGuiIO& io = ImGui::GetIO(); //glfwPollEvents(); beginNewFrame(); bool show_test_window = true; bool show_another_window = false; ImVec4 clear_color = ImColor(255, 255, 255); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" { ImGui::Text("Hello, world!"); } // Render the GUI ImGui::Render(); */ } void Gui::beginNewFrame() { /* if (!g_FontTexture) createDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; glfwGetWindowSize(mWindow, &w, &h); glfwGetFramebufferSize(mWindow, &display_w, &display_h); io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Setup time step double current_time = glfwGetTime(); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); g_Time = current_time; // Setup inputs // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) if (glfwGetWindowAttrib(mWindow, GLFW_FOCUSED)) { double mouse_x, mouse_y; glfwGetCursorPos(mWindow, &mouse_x, &mouse_y); mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels mouse_y *= (float)display_h / h; io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) } else { io.MousePos = ImVec2(-1,-1); } for (int i = 0; i < 3; i++) { io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(mWindow, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. g_MousePressed[i] = false; } io.MouseWheel = g_MouseWheel; g_MouseWheel = 0.0f; // Hide/show hardware mouse cursor glfwSetInputMode(mWindow, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); // Start the frame ImGui::NewFrame(); */ } void Gui::createFontTextures() { ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. glGenTextures(1, &g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; } // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void Gui::renderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) { std::cout << "OpenGLVersion : " << glGetString(GL_VERSION) << std::endl; if (cmd_lists_count == 0) return; // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled GLint last_program, last_texture; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); glActiveTexture(GL_TEXTURE0); /* // Setup orthographic projection matrix const float width = ImGui::GetIO().DisplaySize.x; const float height = ImGui::GetIO().DisplaySize.y; Matrix4 orthoProj(2.0f / width, 0.0f, 0.0f, 0.0f, 0.0f, 2.0/-height, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f); const float ortho_projection[4][4] = { { 2.0f/width, 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/-height, 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { -1.0f, 1.0f, 0.0f, 1.0f }, }; mShader.bind(); //mShader.setIntUniform("Texture", 0); //mShader.setMatrix4x4Uniform("ProjMtx", orthoProj); ///glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); // Grow our buffer according to what we need size_t total_vtx_count = 0; for (int n = 0; n < cmd_lists_count; n++) total_vtx_count += cmd_lists[n]->vtx_buffer.size(); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); if (g_VboSize < needed_vtx_size) { g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); } // Copy and convert all vertices into a single contiguous buffer unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); if (!buffer_data) return; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert); } glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(g_VaoHandle); int cmd_offset = 0; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; int vtx_offset = cmd_offset; const ImDrawCmd* pcmd_end = cmd_list->commands.end(); for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) { if (pcmd->user_callback) { pcmd->user_callback(cmd_list, pcmd); } else { glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); } vtx_offset += pcmd->vtx_count; } cmd_offset = vtx_offset; } // Restore modified state glBindVertexArray(0); glUseProgram(last_program); glDisable(GL_SCISSOR_TEST); glBindTexture(GL_TEXTURE_2D, last_texture); */ } const char* Gui::getClipboardText() { return glfwGetClipboardString(mWindow); } void Gui::setClipboardText(const char* text) { glfwSetClipboardString(mWindow, text); }